Alchemical Silver does not affect weaponry in any beneficial way. They come out the same as iron weapons.
Alchemical Silver does affect armor but I believe the formula it's using is wrong.
Today I amassed enough to make a full suit of Alchemical Silver Splintmail and the resists were as follows:
Blunt 26
Slashing 27
Corporeal 44
Occult 62
Energy 51
For reference a set of Steel Splintmail has the following resists
Blunt 40
Slashing 40
Corporeal 57
Occult 52
Energy 51
I believe the formula should be:
Reduce Blunt
Reduce Slashing
Corporeal remains the same
Increase Occult
Increase Energy
Instead the fomula seems to be:
Reduce Blunt
Reduce Slashing
Reduce Corporeal
Increase Occult
Energy remains the same
Total resists on the AS set was 210
Total resists on the Steel set was 240
Crafting the set out of AS was a 30 resist net loss making it almost inferior in every way aside from the 10 points added to Occult. Basically it reduced resist by 40 and then only awarded 10 of those points back to a different resist (occult.)
Alchemical Silver Armor and Weapon Properties
Re: Alchemical Silver Armor and Weapon Properties
The base resource stats for Alchemical silver are slightly lower.
Wrought Iron and Steel for comparison
So adding on top of that splint mail armor type for each piece
And then add in the randomness from crafting ability "Armorsmithing III" adds 3 random resistance points. It seems to add up correctly according to the code. I'll discuss with the team and decide on a fix or change is needed.
Code: Select all
alchemicalsilver.ArmorBluntResist = 1;
alchemicalsilver.ArmorSlashResist = 1;
alchemicalsilver.ArmorCorporealResist = 2;
alchemicalsilver.ArmorOccultResist = 3;
alchemicalsilver.ArmorEnergyResist = 1;
Code: Select all
wroughtiron.ArmorBluntResist = 3;
wroughtiron.ArmorSlashResist = 3;
wroughtiron.ArmorCorporealResist = 2;
wroughtiron.ArmorOccultResist = 1;
wroughtiron.ArmorEnergyResist = 1;
Code: Select all
steel.ArmorBluntResist = 3;
steel.ArmorSlashResist = 3;
steel.ArmorCorporealResist = 4;
steel.ArmorOccultResist = 1;
steel.ArmorEnergyResist = 1;
Code: Select all
public const int BasePhysicalResistance = 3;
public const int BaseFireResistance = 3;
public const int BaseColdResistance = 5;
public const int BasePoisonResistance = 7;
public const int BaseEnergyResistance = 7;
Re: Alchemical Silver Armor and Weapon Properties
Given Alchemical Silver is an ultra-rare alloy and a top-end one, I thought i'd toss my own idea into the pool here.
Presently MAGIC RESIST lacks any given booster, but is important in a general sense, likewise traditionally only light gear resists magic, but LORE wise we've seen Templar wear A.S since... forever.
What if we had it so Alchemical Silver gave 2-3% magic resist increase per armor piece worn or a faint chance per piece worn of it to negate spells targeting the wearer; Likewise, if one could manage a Extraodinary or better weapon of A.S it could have innate spell channeling to play the other side of the fence of its appeal. Its an awesome concept that the material exists, but it'd be fun to see it have some abstract values.
Presently MAGIC RESIST lacks any given booster, but is important in a general sense, likewise traditionally only light gear resists magic, but LORE wise we've seen Templar wear A.S since... forever.
What if we had it so Alchemical Silver gave 2-3% magic resist increase per armor piece worn or a faint chance per piece worn of it to negate spells targeting the wearer; Likewise, if one could manage a Extraodinary or better weapon of A.S it could have innate spell channeling to play the other side of the fence of its appeal. Its an awesome concept that the material exists, but it'd be fun to see it have some abstract values.